Files
2026-02-21 16:45:37 +08:00

74 lines
1.6 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Cylindrify")]
public class MegaCylindrify : MegaModifier
{
public float Percent;
public float Decay;
private float size;
private float per;
public MegaAxis axis;
private Matrix4x4 mat = default(Matrix4x4);
public override string ModName()
{
return "Cylindrify";
}
public override string GetHelpURL()
{
return "?page_id=166";
}
public override Vector3 Map(int i, Vector3 p)
{
p = tm.MultiplyPoint3x4(p);
float num = Mathf.Exp((0f - Decay) * p.magnitude);
float num2 = (size / Mathf.Sqrt(p.x * p.x + p.z * p.z) / 2f - 1f) * per * num + 1f;
p.x *= num2;
p.z *= num2;
return invtm.MultiplyPoint3x4(p);
}
public override bool ModLateUpdate(MegaModContext mc)
{
return Prepare(mc);
}
public void SetTM1()
{
tm = Matrix4x4.identity;
MegaMatrix.RotateZ(ref tm, (0f - gizmoRot.z) * ((float)Math.PI / 180f));
MegaMatrix.RotateY(ref tm, (0f - gizmoRot.y) * ((float)Math.PI / 180f));
MegaMatrix.RotateX(ref tm, (0f - gizmoRot.x) * ((float)Math.PI / 180f));
MegaMatrix.SetTrans(ref tm, gizmoPos + Offset);
invtm = tm.inverse;
}
public override bool Prepare(MegaModContext mc)
{
mat = Matrix4x4.identity;
switch (axis)
{
case MegaAxis.X:
MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f);
break;
case MegaAxis.Y:
MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f);
break;
}
SetAxis(mat);
float num = bbox.max.x - bbox.min.x;
float num2 = bbox.max.z - bbox.min.z;
size = ((!(num > num2)) ? num2 : num);
per = Percent / 100f;
return true;
}
}